;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows new form of government.
^Allows Heroes to build fortresses.
^Allows Heroes to build airbases.
^Allows Heroes to build railroads.
^Allows Heroes to improve farmland.
^Increases the effect of Hero Shrines.
^Increases the effect of Taverns.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free advance for first civ. to discover.
^Decreases the effect of Maiar Temples.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can attack directly from ships.
^Invisible to most enemy units.
^Can attack flying units (and quest items).
^May be lost out of sight of land.
^Ignores Citadels.
^Can sustain Eagles in the open.
^Can make surprise attacks.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only Fundamentalist governments can build.
^Destroyed after attacking.
^Defense +100% versus flying units.
^Can spot invisible enemy units in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Eliminates corruption and waste in the capital and decreases it in all nearby cities.

@;Barracks
@PEDIAIMPROVE2
Ground units can be completely healed in a single turn by a House of Healing.

@;Granary
@PEDIAIMPROVE3
Only half of city's food store is depleted when
city increases in size.

@;Temple
@PEDIAIMPROVE4
A Shrine to the Heroes and Kings of old will have a pacifying effect on two discontented citizens.

@;Marketplace
@PEDIAIMPROVE5
If you set up a Trade Guild, it will increases tax and luxury output of a town or city by 50%.

@;Library
@PEDIAIMPROVE6
If you invite a Lore Master to take up residence, you can increases the Lore output of a town or city by 50%.

@;Courthouse
@PEDIAIMPROVE7
If a Lord Governor is installed, his authority will immediately decrease corruption by 50%. He will also make a town or city more resistant to revolt.

@;City Walls
@PEDIAIMPROVE8
Once a Citadel is built, units in city will be able to withstand three times as many enemy ground troops.

@;Aqueduct
@PEDIAIMPROVE9
A townhall is required if you wish a town to grow beyond size 4.

@;Bank
@PEDIAIMPROVE10
A Grand Plaza will increase commerce by 50% on top of the benefits of having a Trade Guild.

@;Cathedral
@PEDIAIMPROVE11
Facilitating the worshipping of the Maiar by building the people a temple will make 4 unhappy citizens content (3 after Kingship).

@;University
@PEDIAIMPROVE12
A Grand Library to house the Lore Master as he studies the ancient texts will increase Lore output by an additional 50%.

@;Mass Transit
@PEDIAIMPROVE13
If the people learn of the mission to destroy the ring, it will greatly reduce the chance that Sauron is able to taint he surrounding land.

@;Colosseum
@PEDIAIMPROVE14
A Tavern is the perfect place to help up to 4 unhappy citizens relax and forget about their dire situation. (3 after Council of Elrond).

@;Factory
@PEDIAIMPROVE15
A Forge to melt ores for all the ironsmiths at the same time will increase resource production in a city by 50%.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases resource production by an additional 50% (cumulative w/ Forge).

@;SDI Defense
@PEDIAIMPROVE17
The Honrburg will offer increased protection against Saruman's explosives.

@;Recycling Center
@PEDIAIMPROVE18
If the people learn of the mission to destroy the ring, it will greatly reduce the chance that Sauron is able to taint he surrounding land.

@;Power Plant
@PEDIAIMPROVE19
Increases Forge output by 50%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases Forge output by 50%. 

@;Nuclear Plant
@PEDIAIMPROVE21
Increases Forge output by 50%.

@;Stock Exchange
@PEDIAIMPROVE22
Furher increases the tax and luxuries output allowed by Trade Guild and Grand Plaza 
by a further 50%.

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 7 (but only if the population consists of orcs and trolls).

@;Supermarket
@PEDIAIMPROVE24
Allows squares in the city's radius with "Fertile Land" to produce 50% more food.

@;Superhighways
@PEDIAIMPROVE25
All squares in the city's radius with roads 
produce 50% more trade.

@;Research Lab
@PEDIAIMPROVE26
Increases science output by an additional 50%
(cumulative with Grand Library and Lore Master for a
grand total of 150%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in the city are doubled on defense against Nazgul once a Ballista Tower is erected.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in city are doubled on defense against attacks by pirate ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases Forge output by 50%.  

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the city's radius produce one extra shield.

@;Airport
@PEDIAIMPROVE32
City produces veteran Eagle units. Any Eagle spending 
its entire turn in the city is completely repaired.
Allows Eagles to transport units to other cities with 
an Eagle Eyrie.

@;Police Station
@PEDIAIMPROVE33
A Mallorn Grove decreases the unhappiness felt by Elves when they leave their beloved woods.

@;Port Facility
@PEDIAIMPROVE34
City produces veteran naval units.
Any ship spending its entire turn in the city is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into gold.

@;Pyramids
@PEDIAIMPROVE39
Counts as a Granary in every one of your cities.

@;Hanging Gardens
@PEDIAIMPROVE40
One extra happy citizen in every city.

@;Colossus
@PEDIAIMPROVE41
City produces one extra trade arrow in each square that
already produces one.

@;Lighthouse
@PEDIAIMPROVE42
All types of ship have their movement rate increased by one.
Also, all new ships you produce receive veteran status.

@;Great Library
@PEDIAIMPROVE43
Civilization receives any civilization advance
already discovered by two other civilizations.

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of all of your Hero Shrines.

@;Great Wall
@PEDIAIMPROVE45
Enemy civilizations must offer cease-fire/peace
in negotiations.  Combat strength doubled against
barbarians.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
All new ground units produced gain Veteran status.
Any unit which wins a combat gains Veteran status.

@;King Richard's Crusade
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource "shield".

@;Marco Polo's Embassy
@PEDIAIMPROVE48
You will be able to catch glimpses of what is occuring across 
Middle Earth by using the Palantir once you recover it from Saruman.

@;Michelangelo's Chapel
@PEDIAIMPROVE49
Counts as a Maiar Temple in each of your cities.

@;Copernicus' Observatory
@PEDIAIMPROVE50
Increases Lore output of city by 50%.

@;Magellan's Expedition
@PEDIAIMPROVE51
Movement rate of all ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
All unhappy citizens in city are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
Lighting of the Beacons will give you reinforcements of
Rohirrim Lancers who await as peasants in Rohan and also
eventually upgrade all your militia to full military units.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
Decreases unhappy citizens on same continent by 2 per city.

@;Isaac Newton's College
@PEDIAIMPROVE55
Doubles Lore output of city.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
Pays the maintenance for all city improvements which
ordinarily cost 1 gold per turn.  City improvements
requiring more than 1 gold per turn maintenance are not
affected.

@;Darwin's Voyage
@PEDIAIMPROVE57
Two free civilization advances.

@;The Statue of Liberty
@PEDIAIMPROVE58
Eliminates the period of unrest between governments.
Also allows any form of government to be chosen, even if
the proper advance has not been discovered.

@;The Eiffel Tower
@PEDIAIMPROVE59
When you first obtain control of the Eiffel Tower,
Every civilization's attitude toward you is immediately shifted 25 points
in your favor (on a hundred point scale).  Attitudes continue to improve
gradually over time.  Other civilizations are also quicker to forget your
past transgressions.

@;Hoover Dam
@PEDIAIMPROVE61
Provides additional production to every city.

@;Women's Suffrage
@PEDIAIMPROVE60
Counts as a Mallorn Grove in every one of your cities.
(i.e. Decreases unhappiness caused by troops in the open by 1).

@;Manhattan Project
@PEDIAIMPROVE62
Allows nuclear weapons to be built.

@;United Nations
@PEDIAIMPROVE63
^* Free embassy with every other civilization.
^* Enemy civ's cannot refuse your peace treaties.
^* As a democracy, you can declare war 50% of the time
^  (peacekeeping missions).

@;Apollo Program
@PEDIAIMPROVE64
Allows construction of spaceship improvements.

@;SETI Program
@PEDIAIMPROVE65
Doubles your total Lore output. You do no have the prerequisite 
for this and must continue building it in Helm's Deep until 'Erkenbrand 
arives'. This is essential if you wish to overcome the hordes of Sauron.
 
@;Cure for Cancer
@PEDIAIMPROVE66
One extra happy citizen in each city.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Despotism, Monarchy, and
later Communism and Fundamentalism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Democracy and the Republic, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotism
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Despotism has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Despotism, none of the science/tax/luxury rates may
be set higher than 60%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Despotism's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Monarchy, none of the science/tax/luxury rates may
be set higher than 70%.
^
^HINTS
Monarchy is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Communism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Communism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Communist governments are
given VETERAN status.  Under Communism, none of the
science/tax/luxury rates may be set higher than 80%.
^
^HINTS
Communism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Fundamentalism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat TWO
food per turn.  ONLY Fundamentalisms may produce
FANATIC units.
^
^HAPPINESS
Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.
However, Fundamentalism has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Diplomats and Spies are reduced.
Under Fundamentalism, none of the science/tax/luxury rates may
be set higher than 80%.
^
^HINTS
Fundamentalism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%.
^
^HINTS
Switching to a Republic can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Womens Suffrage wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Democracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Democracies can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

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